New Super Mario Bros.


We didn’t start the fire… It was always burning… Since the world’s been turning…

That’s the way I feel about “New” Super Mario Bros. Such an emphasis had gone toward turning everything into three dimensions that the classic 2-D side-scrolling platformer appeared to be lost in the shuffle.

Then, in 2006, Nintendo unleashed this behemoth upon us which has, in itself, spawned numerous sequels and also pushed other franchises to return to their roots (such as Sonic the Hedgehog and Spyro).

The best-selling DS game of all-time, NSMB picks up where Super Mario World left off, giving us a side-scrolling Mario adventure spanning multiple levels through multiple worlds with a slew of new features or freshly recycled ideas borrowed from a number of Mario games.

You’re back to collecting coins, breaking bricks, and stomping Koopa shells to save Princess Peach. Yet, this game nor the Mario concept doesn’t feel the least bit tired. Triple jumps, ground pounds, wall jumps… all of the 3-D goodies are here and while sprites have been ditched for 3-D graphics, it’s all set in a “flat” environment that feels every bit as genuine as the original NES Mario games but with a fresh paint job.

Some of the newer power-ups introduced make Mario huge, or incredibly tiny: or he can wear a blue Koopa shell.

This makes for some strategy and hidden areas only accessible with certain power-ups. Add collecting three of the star coins per level and the game has some incredibly sick replay value, where the Mario purist can’t put the game down until it’s 100% complete.

Honestly, if you’ve never played this and you’re a Mario aficionado, you should probably leave my website right now and track this down, because it’s one of the best titles I’ve ever played. (It’s literally that good!)

Mega Man 7


I often say I’m surprised by games at the least likely of moments.

Thus, is the case with Mega Man 7, the first true sequel of the Mega Man series of games on the Super Nintendo.

While it’s true that the Mega Man X games came out first on the SNES, “7” is a true successor of the NES line of games of which there were six, and five other Game Boy titles which shared similarities with their bigger brother.

The X series took the Mega Man stories in a different direction whereas “7” brought us back to the formula we were used too… or, yeah, it’s almost the same. The difference I believe is just being tied to the same ol’ Dr. Wily, who may as well be called Dr. Wile E., after the Looney Tunes character Wile E. Coyote, as neither can ever defeat their nemesis in the end.

The major wow factor of this game, especially when compared with the early SNES “X” titles, is that the graphics and sound would lead you to believe that this was not an SNES title: in this era of retro gaming remakes, you could’ve sworn this was a reboot of the series made in the present day.

That’s how good MM7 is, in my opinion.

It doesn’t really add much to the previous formula otherwise and that’s a good thing. The gameplay is what you expect, the bosses are just the right difficulty, and the controls are tight instead of cheap.

Alas, it’s still more of the same. I liken MM7 to the “Super” upgrades of every other game which came to the SNES, except it didn’t add a whole lot. Still, why fix something that isn’t broken?

That’s how I felt with MM7 and think any fan would enjoy the trip down memory lane as I did.

James Bond 007: Agent Under Fire


While I was knocking Electronic Arts for screwing up other gaming franchises, I had totally forgotten about a true contender as a Goldeneye successor: Agent Under Fire.

While stumbling with its first foray into the Bond franchise, after acquiring the 007 license with the N64’s The World Is Not Enough, fans would be skeptical to jump on this game. After all, Goldeneye (which was developed for the N64 by Rare) was and still remains a cult classic.

Wisely, EA learned their lesson from their first flop and took the best objects that made Goldeneye a success and ramped them up. Unfortunately, I feel this title may not have gotten the same warm and fuzzy memories as it may have deserved.

For starters, Agent Under Fire is an original story and not based on any of the 007 IP or movies though I had started as a World Is Not Enough version for the PlayStation 2, and while Roger Moore was intended to be cast as the Bond character, a little known actor fit the bill instead before Pierce Brosnan would re-sign to reprise the character for the franchise.

Thus, Agent Under Fire continued on as an almost entirely unique project that was still intended to be a spiritual successor to Goldeneye. And in many ways, it was.

Several nods to the N64 classic can be found in AUF, including the Golden Gun, many of the weapons, crawling through ventilation shafts, or elevators which take you through various stories of a building.

Sniper rifle zooming in and out is also here, and perhaps less nerve-racking as the heavy breathing and erratic movement of using the long-range weapon are gone.

Added are some secondary fire functions to some weapons, and a slew of “Q” tools which turn 007’s flip phone into anything from a laser to a grappling hook.

Nods to previous Bond movies also include a jet pack (which zooms you into the sky) and “rail” levels where Bond is shooting from a moving car or rail cart.

Driving levels are also added for the first time and feel a bit out of place, but at the same time will remind anyone familiar to that of the Grand Theft Auto games. (The size and scope are actually quite incredible as add-ons to the FPS action.) Both of the vehicles chosen are also nods to the entirety of the Bond franchise, which is a great touch.

Special medals are awarded with the traditional James Bond theme playing while executing special achievements in each board. Completing these achievements unlocks special goodies, such as the aforementioned golden gun (which for some reason, doesn’t instantly kill enemies).

I’d also be remiss to mention the level of detail that went into this game, down to the discharged bullets flying out of guns to snipers putting their rifles down and pulling out pistols when you’re discovered nearby.

Multiplayer is of course a big draw here too with splits-screen action that sees red lasers honing in to your eye sights or grappling across the levels.

The only drawback to this game? Some of the boss battles or objectives aren’t obvious as to what it is you need to do to win. Checkpoints are few and far between, meaning your unintended death (due to not knowing where or how to complete the objective) means you start over from scratch.

Regardless this is my favorite of the Bond games next to Goldeneye and it holds up very well even with the jagged old PS2 graphics. If you enjoy first-person shooters or 007 (or both) I highly recommend checking it out.

Double Dragon II: The Revenge


Beat’em up games were all of the rage growing up, but for the life of me I don’t know how I not only avoided the Double Dragon series, but how it was ever popular either!

Honestly, these games are for the birds. I understand the palette swap, repeating the same enemy over deal (due to limitations of the hardware at the time) but someone decided a few things were “good ideas” for this sequel of an already difficult game:

1. Punching/Kicking

Let’s make the A and B buttons for punching and kicking work in the direction you’re currently facing. That means in the B/A layout (where the B button is on the left) B will punch if you’re facing the enemy but will be reversed and be a kick if you’re back is to them.

Considering the kick is weak and practically useless due to collision detection in the game, punching and constantly keeping enemies in front of you is a must.

2. Weapons

Cool you can use weapons!

Well, there are weapons but they’re scarce. That’s a great concept when they do more damage. (Sense my sarcasm yet?)

Why would you want to allow someone an advantage in a game they purchased?

3. Jumping

The absolute worst.

Pressing B and A at the same time to jump: the jumps in this game are stupid. Flat out cheap and stupid.

Why even have them other than to add cheap deaths to an already difficult game?

There are areas where you jump THROUGH the platforms due to the goofy mechanics of it. Other times trying to reach a platform you’ll perform a special move (cyclone kick) instead, miss the platform and fall to your death.

Note: That’s why I included so many screen captures of the one room with the gears. Even with save states it took me close to two hours to get across one part of the level, which leads me to believe this is a bugged portion of the game akin to TMNT’s horrid jumping from platform to platform.

Furthmore, what a great idea all of this iswhen the default option starts you with 3 lives.

Conclusion

Also, the hand icon with the doorbell ringing to tell you to proceed through the game is annoying. Trust me, I want to keep moving through these stages but you won’t allow me until I defeat every iteration of the same enemy… over and over… it gets repetitive to say the least.

The ending is incredibly underwhelming too, but that’s typical of many 80’s NES titles. (See below, and you’ll see what I mean.)

Other than having Kung Fu, I could pass on this series so far. I’m going to continue with the other sequels and see how they are, but I’m totally disillusioned with the Double Dragon games when there are better ones in the same genre from this era.

Yoshi’s Island DS


The Yoshi’s Island series originally spun-off of the sequel to Super Mario World 2: Yoshi’s Island, with a mechanic where Yoshi eats enemies and then shoots eggs while protecting Baby Mario throughout six worlds filled with various traps.

That original game used a special graphics chip to pull off a unique artistic style which has carried over into the other Yoshi games, including this direct sequel to Super Mario World 2, entitled Yoshi’s Island DS.

As you may have guessed, the “DS” in the title means it was developed for the dual-screen Nintendo DS handheld console, which had many games which lacked a real need/use of the second screen, making the console, at times, feel gimmicky.

Having played the Yoshi titles out of order as well, I was fairly burned out on the series. The N64 Yoshi’s Story was barely a “game”. The newer 3DS iteration, Yoshi’s New Island, was practically a direct clone of SMW2 and hence, got repetitive quickly.

The same could be said for latter editions on the Wii U and the Nintendo Switch, which felt like new paint jobs of the same old Yoshi gameplay, often dumbed down for a younger audience.

Imagine my surprise picking up this title that I had missed in the middle of all of the plodding and boring gameplay of some of those titles. Yoshi’s Island DS isn’t a gimmick, using both screens in a top-down double screen layout of levels that feel massive in scope, breathing new life into boredom of the series. Though the ability to see more is seen as a gimmick in and of itself (and the bottom touchscreen goes unused) it feels like a true title made for the DS and adds to the fun.

Seeing as this was the sequel of the series, I can now understand why other sequels were made, but an actual “DS 2” version needs to be done as this may be the standout title of the series. Joining Baby Mario on this adventure are Baby Peach, Baby Donkey Kong, and Baby Wario, with the ability to also control Baby Bowser at one point as well.

All of the baby characters have their own special powers, and with the ability to change them at certain stations throughout the worlds/levels, really opens up the uniqueness of this game and replay value, as you may have to go back through with a character previously unavailable in your quest for 100% completion.

Everything else, however, remains largely the same as the other Yoshi games, with a decent but not insurmountable challenge to beat the game.

I highly recommend this title if you enjoyed any of the other Yoshi games and feel it’s a hidden gem on the DS console.

Teenage Mutant Ninja Turtles III: Radical Rescue


With my recent luck in finding good to decent TMNT games, I continued my quest to play through all of the titles based on the series: which led me to Teenage Mutant Ninja Turtles III: Radical Rescue for Game Boy.

Let me tell you, I really struggled with how to review this game.

Rather than the beat’em up style I’ve become accustomed with in all of the other TMNT games released for this console, as well as the arcade, NES, SNES, and Sega Genesis, Konami went another direction and created a Metroidvania game.

That sounds really cool, right? I love the Turtles and I love Metroidvania games.

But somewhere along the line this game falls way short of the mark by reverting back to the stupidity that we found in the original TMNT 1 on NES. That is, horrible controls, bad collision detection, an endless slew of respawning enemies, near-impossible jumps, and deliberate traps that make me believe no one has ever beaten this game cleanly. (That is, without cheats.)

Much like the original NES game, retracing any steps within a board respawn enemies. That’s not so terrible when you go to the next screen within a level, but once you beat a “cleverly” placed enemy set as a trap, only to nudge the control a hair to the left/right and have it reappear, it becomes frustrating.

Otherwise the premise of the game is simple: you start as Michealangelo and have to save your other three turtle brothers before moving on to save Splinter and April. As you save a new turtle, each has a special ability to help you access other areas on the map you otherwise can’t get to.

All is well until you trek through much of the world map (which is just about useless) to find a dead end or realize that a key you need is all the way back where you came from: complete with respawning death traps.

Should you make it past the 4-5 bosses and rescue everyone save April, you are then taken through a horrible end of the game corridor of doom with shifting platforms, spikes, and enemies which are unavoidable.

Get past that and then you have to reface all of the previous bosses in succession before taking on the main boss, Shredder… who, after being defeated, respawns back to full health for a second round.

And if you get past all of that?

You have to make it through yet another death corridor before you can unlock the door April is held prisoner behind.

All of this leads me to believe I would’ve smashed this Game Boy cartridge to bits as a kid. Luckily, cheats and save states (highly necessary even with cheats enabled) allowed me to see just how stinky of a game this is. Unless you have a morbid curiosity for completion like I do, I’d avoid this game.

Teenage Mutant Ninja Turtles II: Back from the Sewers


The 1990’s were full of TMNT shovel ware. The Game Boy was the basic dumpster where these titles reside, aimed toward kids on the go with hardware that forced many games to be oversimplified graphically to fit on the small screen.

That’s a harsh representation of this game, which actually builds upon the original Fall of the Foot Clan by upgrading the graphics to an acceptable TV cartoon style.

The only problem is, your turtle has been made bigger on the screen which creates the usual collision detection issues seen in other games: in other words, you can die… a lot.

Of the three TMNT Game Boy titles, this one best represents Konami’s arcade theme used throughout other TMNT titles as well as Marvel Comics and The Simpsons based games. The ability to hang from certain ceiling structures, and move around on the level rather than side-scrolling as seen in the first game, are featured too.

Each turtle has their usual strengths/weaknesses based on range and speed of attack. If you die, the turtle is “captured” and you have the ability to get them back throughout the game. Otherwise you’re basically stuck with four lives and lots of cheap hits/areas as you’d expect that make the short game last a bit longer.

Your list of who’s who as it pertains to TMNT enemies are here: Foot Clan ninjas, mousers, etc. and the bosses are a good mix from the source cartoon show material including Bebop and Rocksteady, Baxter Stockman, General Traag, Granitor (The Stone Warrior), Krang, Shredder and Super Shredder.

I didn’t mind this game that much but could see where it would take a lot of practice to get to the end with your health/life intact. That’s more or less the status quo of 80’s and early 90’s games where cheap gameplay gimmicks are inserted to make the game more difficult: speaking of, there are difficulty settings to make the cheapness even more unfair!

Overall this game hasn’t aged too well and is only a must-play for completionists like myself. Otherwise it’s a fairly boring and uneventful entry into the series.

Ninja Gaiden II: The Dark Sword of Chaos


The box art doesn’t lie: “Hard to Beat” is legit!

The original Ninja Gaiden was stupid hard. So naturally, the developers at Tecmo must’ve called the Mega Man design team to ask for tips on how to make the game even more difficult!

Their suggestions: add more fire, spikes, a wind/rain element (that moves your character left/right on the screen) and snow/ice (that makes you slip to your doom).

Oh, and let’s add a storm act, where lightning flashes intermittently allowing you to see an otherwise completely dark board. Throw in some ancient relics which obstruct your view of enemies and other threats too, and you now have Ninja Gaiden on a cocktail of steroids and crack.

Otherwise, the game is fun. Graphically it’s ahead of its time, and the cut scenes add a dimension rarely seen in Nintendo games. (They’re straight out of the action films of that era and cheesy!)

Definitely, recommend playing this unless you’re on blood pressure pills.

Killzone HD


For whatever reason, the original Killzone is a game that flew off of my radar even when it was initially released for the PlayStation 2 back in 2004. I’m not sure why, either, because I have a love for First-Person-Shooters: at least decently good ones, that is.

Killzone is centered around an odd storyline of world governments and an Earthly wasteland. You can pretty much sum it up as rebels versus the empire, though it’s not Star Wars-like in anyway. In fact, the game was released to be a “Halo Killer”, that is a flagship title on the PS2, but I have a feeling the adult-oriented content may have kept those expectations grounded.

Years later, the game received a high-definition refresh on the PlayStation 3, which is the version I opted to review here.

Now for the good: the game looks really impressive with the HD refresh. You can tell, especially with the cutaway scenes, that it’s an older title, but that really doesn’t take away from the enjoyment. The visuals, along with the soundtrack, are great.

The voice acting, along with the (in my opinion) unnecessarily added swearing (i.e. the “adult content” I mentioned earlier) gets repetitive and could be done without… though it does lead to a few laughs throughout.

Gameplay-wise, the game will have some frustrating moments. There are obvious squeeze points that force you to use more strategy, a specific weapon, or to conserve ammo. You can carry up to three weapons, and sometimes dropping one weapon in lieu of another may leave you almost empty-handed in certain situations.

The weapons often have secondary features, and as customary in these games, some are better at closer distances, load faster, etc. None of that is a shocker.

Grenades are also a part of the game, though I found them to be aggravating to aim properly. In fact, the controls are the biggest caveat in this game as the button layout doesn’t follow your traditional FPS pattern in some cases. Even reloading or trying to melee attack an enemy can be quirky at times.

In all, the game isn’t something to really be a downer on. I checked it out because of having it on my bucket list for so long, and having seen it spawned a slew of sequels. Playing a remake of a game two generations after it’s initial release, I won’t comment on any of its shortcomings as that would be unfair.

The only thing I can say is, the game does feel as if it becomes a chore to complete after you reach a certain point. A surprise or two here or there helps keep you into it, but I can see why it was never a true “Halo Killer” after all of these years.

The Legend of Zelda: Link’s Awakening DX


With a newly reimagined remake for the Nintendo Switch recently released, I thought it would be fun to take a look at the first “reimagining” of a classic Legend of Zelda game: Link’s Awakening.

Originally released in 1993 for the Nintendo Game Boy, Link’s Awakening was the first handheld game in the series and an odd one at that as it didn’t take place in Hyrule, nor did it feature Princess Zelda.

In fact, the game makes a number of references to other Nintendo franchises, notably Super Mario Bros. in a dream-state Koholint Island. This adds to the uniqueness of this title, which originally began as a port of the critically acclaimed Link To The Past on the Super Nintendo.

Having been an owner of the original Game Boy cartridge who put countless hours into defeating this title multiple times, I never latched onto the “DX” remake of the game which came out in 1998. However, playing this game in modern times, the monochrome Game Boy colors are harsh on the eyes and the preferable color palette, as well as a few other additions, make the DX version of this game a more than worthy playthrough.

In fact, the DX version has an additional dungeon added that was not in the original game, which plays off of the Game Boy Color’s ability to, um, show colors. (The dungeon used color tiles as part of the puzzle solving scheme with a reward of a red or blue tunic.)

Link’s Awakening DX also makes numerous references to a long-forgotten Game Boy Printer add-on, of which it’s pretty much the only title that ever made much use of it!

Overall you cannot go wrong with this game. It’s one of the all-time classics which, until it’s Switch remake, has been locked in the Nintendo vault, only to be seen on old hardware with small screens. Alas, if you have the means to play the DX version, it’s more than worth its salt as a full-fledged Zelda title, one that you’ll likely want to compare to the newer version, if only for nostalgia’s sake.